Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dcc-mcp/dcc-mcp-maya --skill maya-asset-syncgit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-mayaWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-asset-sync.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00023 | $0.00907 |
| Opus 5 | $0.00012 | $0.00453 |
| Sonnet 5 | $0.00005 | $0.00181 |
| Haiku 4.5 | $0.00002 | $0.00091 |
Grade A, and why
maya-asset-sync scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
maya-asset-sync
Typed cross-DCC revision sync using the shared dcc-mcp-core.asset_sync contract.
Filesystem roots are operator-owned environment configuration.
sync_usd_revision offers two deliberate editability modes:
native: MayaUSD imports hierarchy, joints, animation as native Maya curves, geometry and shader networks for direct editing.usd_proxy: amayaUsdProxyShapereferences the immutable layer and retains maximum USD composition fidelity for non-destructive layer edits.
The result reports native animCurve, joint, NURBS curve, material, texture and
bounding-box evidence so callers can verify what remained controllable. Native
material evidence also identifies imported Arnold standardSurface PBR
materials, their metalness, specular roughness, IOR, transmission, coat, and
connected shader inputs instead of treating a material count as proof of
lookdev fidelity.
Image-texture evidence is path- and color-management-aware. Each bounded
image_textures record reports the node and node type, Maya-resolved path and
path attribute, resolved existence, color space, string absoluteness, an
operator-project-relative path when the resolved dependency is under the active
workspace, whether the node came from this import, and any material inputs
reachable through a bounded downstream shading graph. Maya may expand a
portable project path after scene open, so use under_workspace and
workspace_relative_path rather than treating is_absolute alone as a
portability verdict. file_textures and
missing_textures remain available with their legacy behavior; use
image_texture_evidence_total, image_texture_evidence_limit, and
image_texture_evidence_truncated to audit whether the detailed evidence is
complete.
rig_expectation makes rig preservation auditable instead of best-effort:
autopreflights the USD and requires Maya joints whenever a standardUsdSkelSkeletonis present.skeletonrequires both sourceUsdSkeldata and imported Maya joints.skinnedadditionally requires authored joint indices/weights and imported MayaskinClusternodes.ignorekeeps the legacy permissive behavior for intentionally rigid assets.
Native controller and constraint editability is reported additively under
evidence.rig_editability; every legacy evidence field and editable_set
retains its existing meaning. A transform counts as a controller only when it
has a valid explicit dccMcpControllerRole string tag and a NURBS curve shape.
This avoids guessing from node names or counting groom and guide curves as rig
controls. Controller and native Maya constraint records are deterministically
sorted and bounded; inspect each collection's total, limit, and truncated
fields before treating the record list as complete.
required_constrained_controller_roles is an optional fail-closed acceptance
gate for native sync. Its default empty array preserves the legacy permissive
behavior. When roles are supplied, every role must identify exactly one
keyable, unlocked NURBS controller and that controller must drive at least one
editable native Maya constraint. Missing, duplicate, locked, or unconstrained
roles return a typed error with the same evidence block. Standard USD/UsdSkel
does not itself guarantee Maya controller shapes or constraint graphs, so only
use this gate when the authored/imported asset carries the explicit role tags
and native rig data required by the pipeline contract.
Constraint evidence preserves Maya's positional target-to-weight-alias mapping.
A controller relation is editable only when its own weight alias can be read and
is unlocked. The sampled weight and active flag remain diagnostic evidence;
an unlocked animated weight at zero on the current frame does not make the rig
non-editable.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 82 lines · 23 tokens per session scan A c0ccc1d01df0
maya-asset-sync is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed 3d ago), licensed MIT. It adds 23 tokens to every session and 907 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
dcc-mcp-3dsmax-setup
Set up dcc-mcp-3dsmax for an agent or operator: install 3ds Max Python dependencies with 3dsmaxpy, generate MCP host configuration, guide the user through starting the runtime inside 3ds Max, and run a first live-tool smoke prompt.
3dsmax-asset-source
Domain skill — search and resolve assets into validated AssetDescriptor contracts for cross-DCC asset import pipelines. Returns static catalog entries; production sources can layer download helpers or remote resolution without changing the contract.
3dsmax-lookdev
Domain skill - configure OCIO color management, HDR environment lighting, preview materials, and assign renderer-specific materials (Arnold, V-Ray, Scanline) in 3ds Max.
3dsmax-rigging
Domain skill - create and inspect host-native 3ds Max rig helpers, bones, constraints, controls, poses, native Skin weights, and common deformers.
3dsmax-scene
Domain skill - open, save, merge, inspect, and manage scenes and objects in the current Autodesk 3ds Max session. Use for typed scene lifecycle, nodes, cameras, selection, visibility, parenting, grouping, pivots, transforms, scene metadata, or object cleanup.
3dsmax-animation
Domain skill - inspect timeline settings, batch and verify transform keys, exchange anim-curves v1 data, bake simple animation curves, and control viewport playback in 3ds Max.